Search found 16 matches
- Fri Jun 07, 2013 7:20 pm
- Forum: ZGE Source Code
- Topic: Porting ZGE's Editor
- Replies: 4
- Views: 24989
Re: Porting ZGE's Editor
Hi jazz,In theory, yes :) wow, nice. Lazarus seems like the most obvious choice .. i don't have much ( non-OpenGL / Direct3D ) GUI experience either though. Yeah, that's another reason I want to participate in such a project, improve skill set. Lazarus, does seem like the obvious choice, didn't men...
- Fri Jun 07, 2013 6:37 pm
- Forum: ZGE Source Code
- Topic: Porting ZGE's Editor
- Replies: 4
- Views: 24989
Porting ZGE's Editor
Hi, I would like to contribute to ZGE by making a cross-platform GUI for ZGE. I was wondering if any other users were interested in attempting to port ZGE's editor to a cross-platform solution? I'm currently considering the language and GUI toolkit to be used. If anyone with GUI experience have sugg...
- Thu May 30, 2013 2:56 pm
- Forum: General discussion
- Topic: Render Targets with Opengl ES 2.0
- Replies: 4
- Views: 7552
- Thu May 30, 2013 2:33 pm
- Forum: General discussion
- Topic: Render Targets with Opengl ES 2.0
- Replies: 4
- Views: 7552
- Wed May 29, 2013 6:48 pm
- Forum: General discussion
- Topic: Render Targets with Opengl ES 2.0
- Replies: 4
- Views: 7552
Render Targets with Opengl ES 2.0
Does Opengl ES 2.0 support using the Render Target Component?
Can't seem to get it working.
Can't seem to get it working.
- Wed Mar 27, 2013 5:49 pm
- Forum: Feature requests
- Topic: OpenGL API Support
- Replies: 4
- Views: 8133
- Wed Mar 27, 2013 5:26 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 440803
Update: - ShaderVariable.ArrayKind - new property. Default is Texture1D (like before) but you can also select Mat4 to map to a glsl mat4 type. - Shader.Handle - new property. This is the GL handle of the shader. Use this when you want to make direct OpenGL calls. New/renamed glsl-variables : unifor...
- Wed Mar 27, 2013 5:20 pm
- Forum: Feature requests
- Topic: OpenGL API Support
- Replies: 4
- Views: 8133
Hey Kjell, Oh, is it all already possible to use most of ZGE components with the OpenGL API. Maybe I just couldn't figure it out. This is kinda a expansion of my previous thread. I mean like since the shader handles aren't accessible, then all the glUniform and functions associated with it seems not...
- Wed Mar 27, 2013 4:39 am
- Forum: Feature requests
- Topic: OpenGL API Support
- Replies: 4
- Views: 8133
OpenGL API Support
I think being able to call OpenGL 4.0 and OpenGL ES 2.0 functions in ZGE is a really powerful feature. However, though most of the API is exposed, it seems very little of it can be really used with ZGE. I think there should be access to all graphics objects' handles (shaders, textures, framebuffers,...
- Tue Mar 26, 2013 11:59 pm
- Forum: General discussion
- Topic: GLES 2.0 Shader Uniforms
- Replies: 12
- Views: 13895
Hey Kjell, Oh, I think see what you're asking me, how would I send the model, view, and projection? I was actually talking about just sending an arbitrary matrix that I filled with data. I'm still new to zge. But since you mention it, could one calculate these matrices in expressions onUpdate()? All...
- Tue Mar 26, 2013 11:34 pm
- Forum: General discussion
- Topic: GLES 2.0 Shader Uniforms
- Replies: 12
- Views: 13895
If you just want to pass some arbitrary vectors you might as well use the ValueArrayRef property of the ShaderVariable component. This allows you to push a array worth of floats as a sampler2D to a shader. This seems kinda ugly though, lol. I would have to write specific glsl code for zge. Also, wo...
- Tue Mar 26, 2013 11:01 pm
- Forum: General discussion
- Topic: GLES 2.0 Shader Uniforms
- Replies: 12
- Views: 13895
There are a couple of resources available on compiling for iOS using FreePascal. I basically wrote a ultra-minimal wrapper ( ES 1.1 based .. without any platform specific features ) in Xcode just as a proof of concept. Great! Will check it out. Looks fun. :D I'd stick to the fixed-function design a...
- Tue Mar 26, 2013 3:39 pm
- Forum: General discussion
- Topic: GLES 2.0 Shader Uniforms
- Replies: 12
- Views: 13895
Hey Guys, The ES2.0 support is brand new so we can add anything you want as long as you can make a good explanation of why it is needed :) Yeah, the Android and ES2.0 support is what really attracted me to zge! Great work! Can't wait for ios support! (Maybe Kjell can show us how he ported for the ti...
- Tue Mar 26, 2013 9:00 am
- Forum: General discussion
- Topic: GLES 2.0 Shader Uniforms
- Replies: 12
- Views: 13895
GLES 2.0 Shader Uniforms
I notice in the ES 2.0 example, uniform mat4 mvp is predefined. Is there way to receive model, view, and projection separately? Thought about doing it separately, however, ShaderVariable seems to only support one value. If not, I guess I could just call gl functions myself. Is there a way to get the...
- Sun Mar 24, 2013 10:09 am
- Forum: General discussion
- Topic: Calling gl ES 2.0 functions.
- Replies: 2
- Views: 5443